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Made in us
Regular Dakkanaut




are you allowed to keep your entire army in reserve? sorry im looking to play in the future


Automatically Appended Next Post:
also i have the codex and i assume you can dual wield falchions for free, as its worded it sounds like you can only replace ur sword/halberd for one falchion..

This message was edited 1 time. Last update was at 2019/10/04 22:51:46


 
   
Made in us
Irked Necron Immortal




You can, technically, put your entire army into reserve but only in Narrative/Open play. If you are playing by Matched Play rules you need to have at least half your army, points or Power Level, on the table at the start of the game.

Paired Falchions, Halberds, Staves, and Swords are all free to take. Only a couple of characters can take a single Falchion as an upgrade. Single Fashions are not an option for normal Infantry like Strike squads, Terminators, ect.
   
Made in us
Monster-Slaying Daemonhunter





bat702 wrote:
are you allowed to keep your entire army in reserve? sorry im looking to play in the future


Automatically Appended Next Post:
also i have the codex and i assume you can dual wield falchions for free, as its worded it sounds like you can only replace ur sword/halberd for one falchion..


No, only half your army by points and by unit count can be in reserve. My reccommendation would be to have ~1k points of guardsmen on-board, to shunt all your GK stuff that wants to be into deep strike.

The Sword, Halberd, Staff, and Paired Falchion are the same cost, the Daemonhammer costs more. I ran the math, the Falchion and Halberd are always better than the Sword. Without banner support, the Falcions are almost always the best, but with banner support the Halberds start to win out against heavy unit while the Falchions are always best against light units. Mine have Halberds, mostly because I don't like 2-weapon swordfighting, but also because: I think that my Storm Bolters are adequate against light troops, I want to be able to stab heavy targets more efficiently, and I actually will probably use my "close combat weapon" against Guardsmen since I probably don't want to wipe the unit so I can 4-corner it.

Guardsmen, hear me! Cadia may lie in ruin, but her proud people do not! For each brother and sister who gave their lives to Him as martyrs, we will reap a vengeance fiftyfold! Cadia may be no more, but will never be forgotten; our foes shall tremble in fear at the name, for their doom shall come from the barrels of Cadian guns, fired by Cadian hands! Forward, for vengeance and retribution, in His name and the names of our fallen comrades! 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

The above posters explained the deep strike rule correctly.
With my GK, I usually organize a beta strike (turn 2) by letting half of the army deep strike,
while the rest (on the table) shunts or gates.

Former moderator 40kOnline

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Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
 
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